no code implementations • 18 Sep 2023 • Johor Jara Gonzalez, Seth Cooper, Matthew Guzdial
Automated game design (AGD), the study of automatically generating game rules, has a long history in technical games research.
1 code implementation • 8 Sep 2023 • Mahsa Bazzaz, Seth Cooper
Determining the completability of levels generated by procedural generators such as machine learning models can be challenging, as it can involve the use of solver agents that often require a significant amount of time to analyze and solve levels.
no code implementations • 29 Jun 2023 • Venkata Sai Revanth Atmakuri, Seth Cooper, Matthew Guzdial
Game level blending via machine learning, the process of combining features of game levels to create unique and novel game levels using Procedural Content Generation via Machine Learning (PCGML) techniques, has gained increasing popularity in recent years.
1 code implementation • 27 Apr 2023 • Colan F. Biemer, Seth Cooper
Many games feature a progression of levels that doesn't adapt to the player.
no code implementations • 15 Aug 2022 • Anurag Sarkar, Seth Cooper
We present tile2tile, an approach for style transfer between levels of tile-based platformer games.
no code implementations • 28 Jun 2022 • Anurag Sarkar, Seth Cooper
This enables generating new games that blend the input games as well as controlling the relative proportions of each game in the blend.
1 code implementation • 9 Mar 2022 • Colan Biemer, Seth Cooper
Previous work has used basic concatenation to form these larger levels.
1 code implementation • Proceedings of the FDG workshop on Procedural Content Generation 2021 • Colan F. Biemer, Alejandro Hervella, Seth Cooper
By integrating structure into operators, instead of fitness, these genetic operators could be beneficial to QD in PCGML.
no code implementations • 2 Sep 2021 • Andrew Walter, Seth Cooper, Panagiotis Manolios
Within an hour, players are able to specify and verify properties of programs that are beyond the capabilities of fully-automated tools.
no code implementations • 24 Jun 2021 • Anurag Sarkar, Seth Cooper
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games.
no code implementations • 17 Jun 2021 • Anurag Sarkar, Seth Cooper
Variational autoencoders (VAEs) have been used in prior works for generating and blending levels from different games.
no code implementations • 24 Feb 2021 • Anurag Sarkar, Seth Cooper
We test our method using models for 5 different platformer games as well as a blended domain spanning 3 of these games.
no code implementations • 13 Oct 2020 • Anurag Sarkar, Zhihan Yang, Seth Cooper
Prior research has shown variational autoencoders (VAEs) to be useful for generating and blending game levels by learning latent representations of existing level data.
no code implementations • 25 Jul 2020 • Anurag Sarkar, Seth Cooper
In recent years, machine learning (ML) systems have been increasingly applied for performing creative tasks.
no code implementations • 17 Jul 2020 • Anurag Sarkar, Seth Cooper
In this paper, we build on these methods by training VAEs to learn a sequential model of segment generation such that generated segments logically follow from prior segments.
no code implementations • 27 Feb 2020 • Anurag Sarkar, Zhihan Yang, Seth Cooper
We then use this space to generate level segments that combine properties of levels from both games.
no code implementations • 26 Jun 2018 • Zhengxing Chen, Truong-Huy D Nguyen, Yuyu Xu, Chris Amato, Seth Cooper, Yizhou Sun, Magy Seif El-Nasr
The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero.
1 code implementation • 26 Jun 2018 • Zhengxing Chen, Chris Amato, Truong-Huy Nguyen, Seth Cooper, Yizhou Sun, Magy Seif El-Nasr
Deck building is a crucial component in playing Collectible Card Games (CCGs).